Yes it would be helpful !
Yes it would be helpful !
Theman706 (08-20-2013)
Game is crashing when i join my friend's game how can i fix it ? Any ideas?
only activate the script on crime.net offline then once you activate it end the game vuaalalalalalalll hack works like a charm
yeeeeeeeeeeeeeeeeeeeeeeeeeeeeee super thank you, bro.
how do you use this someone please help
in update 3 how unlock all mods weapon?
Last edited by aleeeeeee; 08-21-2013 at 05:10 AM.
Jesus chirst, noobs everywhere but hey no offense.
Alright first, USE INSERT that fucking key that is below Print Screen
NOTE : DO NOT USE IT IN ONLINE, IT WOULD MAKE YOU GET BANNED FASTER.
First of all get the Notepad++ first it's easier than normal Notepad.
now, get the .dll file in the payday 2 file by the file named "common" in steamapps
now DELETE EVERYTHING IN THE LUA FILE
paste this shit
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player: player_unit() ) } )
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
now get in offline and press insert at the start of the mission ( once they let you play the whole map )
and bravo motherfucker
you can change the managers.lootdrop:debug_drop( 1000, true, i ) too by changing the 1000 to 5000 or anything but do not make it go like 10000
Last edited by Paulrock5; 08-21-2013 at 06:21 AM.
AtoZ (08-21-2013)
How do I only get single materials instead of all of then. For Radioactive, Rainbow, Slime, Bronze and Inferno?
Thanks.
I RECOMMEND YOU TO READ MY POST, because if you got that lua script you can simulate 1000-5000 card drop with only 1 payday.
gold mask and santa mask hacks dont works .......why ??? help me please
Hello
works fine but can you make a experience scripts( experience points )
KRAKKEN (08-22-2013)
[html]if managers.hud then
managers.hud:show_hint( { text = "Executed script.lua" } )
end
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
managers.crimenet._debug_mass_spawning = true
-- manager booleans
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerMovement.tased = function(self) return false end
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0.2 end
BaseInteractionExt.can_interact = function(self, player) return true end
-- ammo and health
local player = managers.playerlayer_unit()
if alive(player) then
player:base():replenish()
end
local car_arr = {
'being',
'mega_heavy',
'heavy',
'medium',
'light',
'coke_light'
}
for i, name in ipairs(car_arr) do
tweak_data.carry.types[ name ].throw_distance_multiplier = 1.5
tweak_data.carry.types[ name ].move_speed_modifier = 1
tweak_data.carry.types[ name ].jump_modifier = 1
tweak_data.carry.types[ name ].can_run = true
end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
function PlayerMovementn_suspicion( observer_unit, status ) end
function GroupAIStateBasen_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovementn_uncovered( enemy_unit ) end
function SecurityCamera:_upd_suspicion( t ) end
function SecurityCamera:_sound_the_alarm( detected_unit ) end
function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
function SecurityCamera:clbk_call_the_police() end
function CopMovement:anim_clbk_police_called( unit ) end
function CopLogicArrest._upd_enemy_detection( data ) end
function CopLogicArrest._call_the_police( data, my_data, paniced ) end
function CopLogicIdle.on_alert( data, alert_data ) end
function CopLogicBase._get_logic_state_from_reaction( data, reaction )
return "idle"
end
function GroupAIStateBase:sync_event( event_id, blame_id ) end
function GroupAIStateBasen_police_called( called_reason ) end
function GroupAIStateBasen_police_weapons_hot( called_reason ) end
function GroupAIStateBasen_gangster_weapons_hot( called_reason ) end
function GroupAIStateBasen_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool( ) end
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end
if not _fireSaw then
_fireSaw = SawWeaponBase.fire
end
if not _fireSaw then _fireSaw = SawWeaponBase.fire end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
_fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
if managers.playerlayer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
_fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
if managers.playerlayer_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
if not _wDmg then _wDmg = NewRaycastWeaponBase.damage_multiplier end
NewRaycastWeaponBase.damage_multiplier = function(self) return 2000 end
if not _wFireRate then _wFireRate = NewRaycastWeaponBase.fire_rate_multiplier end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 10 end
if not _wReload then _wReload = NewRaycastWeaponBase.reload_speed_multiplier end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 2000 end
if not _wRecoil then _wRecoil = NewRaycastWeaponBase.recoil_multiplier end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
if not _wSpread then _wSpread = NewRaycastWeaponBase._get_spread end
NewRaycastWeaponBase._get_spread = function(self) return 0 end [/html]
This doesn't make me crash after a mission, but I have no idea if this is the solution for you. I removed some of the codes from the booleans because it was crashing me every time I finished a mission. Tell me if this crashes you. This code doesn't give any experience/skill points/money.
Last edited by Xcelsior; 08-21-2013 at 11:49 AM.
Give this me experience points
??